U.S. patent number 6,150,947 [Application Number 09/391,791] was granted by the patent office on 2000-11-21 for programmable motion-sensitive sound effects device.
Invention is credited to James Michael Shima.
United States Patent |
6,150,947 |
Shima |
November 21, 2000 |
Programmable motion-sensitive sound effects device
Abstract
A programmable sound effects device which utilizes a
motion-sensitive mechanism for selecting unique sound effects. The
device is comprised of an electronic motion-sensitive actuator, a
sound effect storage media for storing a plurality of predetermined
sound effects, and a playback mechanism for audibly emitting the
motion-activated sound effects. This device is designed to be used
with amusement and entertainment type products such as toys, games,
dolls, and props, with exemplary uses in toy swords, drumsticks,
magic wands, and the like. A preferred embodiment is comprised of a
unit which is physically incorporated into the handle of a toy
sword. As the user moves the toy sword in a predefined manner, the
motion-sensitive actuator senses the motion and plays out a
plurality of unique sound effects as a function of the user's
movements. The motion-detection algorithm which triggers the
different sound effects is programmable. In another embodiment, the
device is contained within a single housing unit that is worn on
the user's body. This embodiment is well suited for many toys,
props, games, and the like that do not have any sound effects
capability but would benefit from such capability.
Inventors: |
Shima; James Michael (Superior,
CO) |
Family
ID: |
23547970 |
Appl.
No.: |
09/391,791 |
Filed: |
September 8, 1999 |
Current U.S.
Class: |
340/692; 446/175;
84/609 |
Current CPC
Class: |
A63H
5/00 (20130101); G10H 1/00 (20130101); G10H
1/32 (20130101); G10H 2220/135 (20130101); G10H
2220/201 (20130101); G10H 2220/395 (20130101); G10H
2230/055 (20130101) |
Current International
Class: |
A63H
5/00 (20060101); G10H 1/32 (20060101); G10H
1/00 (20060101); G08B 025/08 () |
Field of
Search: |
;340/692,669,670,671,686.1,689,691.3,539,384.1,384.5,384.6,384.7
;446/175 ;84/609 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Hofsass; Jeffery A.
Assistant Examiner: Previl; Daniel
Attorney, Agent or Firm: Watts, Hoffmann, Fisher &
Heinke, Co., L.P.A.
Claims
What is claimed is:
1. A programmable motion-sensitive sound effects device
comprising:
a motion-sensitive actuator for selecting a sound effect in
response to a sensed motion of the device and producing a sensed
motion signal indicative of the selected sound effect, the
motion-sensitive actuator including:
(a) an accelerometer measuring an acceleration of the sensed motion
in each of two coordinate axes and outputting a digital signals
proportional to the acceleration in each of the two coordinate
axes; and
(b) a signal processor receiving the accelerometer digital signals,
calculating a numerical value that is a function of the
acceleration in each of the two coordinate value axes and selecting
a sound effect based on the calculated numerical values and;
a playback for receiving a playback signal resulting from said
sensed motion signal from said motion-sensitive actuator and
emitting an audible sound in response to said playback signal.
2. The programmable motion-sensitive sound effects device as
claimed in claim 1 wherein said motion-sensitive actuator further
comprises
a sound effect storage for storing at least one predetermined sound
effect and wherein the function of the acceleration used to
calculate the numerical values is a derivative of the acceleration
in each of the coordinate axes.
3. The programmable motion-sensitive sound effects device as
claimed in claim 2 wherein said signal processor comprises:
a selected one of a digital signal processor and a microcontroller
for analyzing said accelerometer digital signals,
a memory storage for storing program instructions, and;
a digital-to-analog converter for retrieving said stored sound
effect and converting said stored sound effect into said playback
signal for said playback.
4. The programmable motion-sensitive sound effects device as
claimed in claim 2 wherein said sound effect storage comprises a
memory chip for storing a plurality of predetermined sound
effects.
5. The programmable motion-sensitive sound effects device as
claimed in claim 2 further comprising:
a power supply for providing voltage to said signal processor and
said memory storage and said playback.
6. The programmable motion-sensitive sound effects device as
claimed in claim 1 wherein said playback comprises an amplifier and
a speaker.
7. The programmable motion-sensitive sound effects device as
claimed in claim 1 wherein said device is used with a unit chosen
from a family of units comprising toys, dolls, figurines, games and
books.
8. The programmable motion-sensitive sound effects device of claim
1 wherein the digital signals output by the accelerometer are
pulse-width modulated digital signals.
9. A programmable motion-sensitive sound effects device
comprising:
a motion-sensitive actuator for selecting a sound effect in
response to a sensed motion of the device and producing a sensed
motion signal indicative of the selected sound effect, the
motion-sensitive actuator including:
(a) an accelerometer measuring an acceleration of the sensed motion
in each of two coordinate axes and outputting digital signals
proportional to the acceleration in each of the two coordinate
axes; and
(b) a signal processor receiving the accelerometer digital signals,
calculating a numerical value that is a function of the
acceleration in each of the two coordinate value axes and selecting
a sound effect based on the calculated numerical values and;
a playback mechanism for receiving a playback signal resulting from
said sensed motion signal from said motion-sensitive actuator and
transmitting said playback signal to a receiver.
10. The programmable motion-sensitive sound effects device as
claimed in claim 9 wherein said motion-sensitive actuator further
comprises
a sound effect storage for storing at least one predetermined sound
effect and wherein the function of the acceleration used to
calculate the numerical values is a derivative of the acceleration
in each of the coordinate axes.
11. The programmable motion-sensitive sound effects device as
claimed in claim 10 wherein said signal processor comprises:
a selected one of a digital signal processor and a microcontroller
for analyzing said accelerometer digital signals,
a memory storage for storing program instructions, and;
a digital-to-analog converter for retrieving said stored sound
effect and converting said stored sound effect into said playback
signal for said playback.
12. The programmable motion-sensitive sound effects device as
claimed in claim 10 wherein said sound effect storage comprises a
memory chip for storing a plurality of predetermined sound
effects.
13. The programmable motion-sensitive sound effects device as
claimed in claim 10 further comprising:
a power supply for providing voltage to said signal processor and
said memory storage and said transmitter.
14. The programmable motion-sensitive sound effects device as
claimed in claim 9 wherein said playback comprises a transmitter
for converting said playback signal that is indicative of said
sound effect into a transmission signal that is to be transmitted
in the direction of said receiver.
15. The programmable motion-sensitive sound effects device as
claimed in claim 14 wherein said transmitter is selected from a
family of signals comprising radio frequency signals, ultrasonic
signals, and infrared signals.
16. The programmable motion-sensitive sound effects device as
claimed in claim 9 wherein said device is used with a unit chosen
from a family of units comprising dolls, figurines, toys, games and
books.
17. The programmable motion-sensitive sound effects device of claim
9 wherein the digital signals output by the accelerometer are
pulse-width modulated digital signals.
18. A toy including a programmable sound effects device which
utilizes a motion-sensitive mechanism for selecting different sound
effects depending on a motion of the toy, the toy comprising:
a) an electronic motion-sensitive actuator including a signal
processing unit for analyzing motion of the toy and producing a
sensed motion signal indicative of a selected sound effect, the
motion-sensitive actuator including:
(1) an accelerometer measuring an acceleration of sensed motion in
each of two coordinate axes and outputting digital signals
proportional to the acceleration in each of the two coordinate
axes; and
(2) a signal processor receiving the accelerometer digital signals,
calculating a numerical value that is a function of the
acceleration in each of the two coordinate value axes and selecting
a sound effect based on the calculated numerical values;
b) a sound effect storage media connected to the actuator for
storing a plurality of predetermined sound effects and providing
outputs in response to the sensed motion signal from the
actuator;
c) a digital-to-analog converter for producing analog signals in
response to said sensed motion signal from the actuator and said
outputs; and,
d) a playback mechanism connected to the converter and comprised of
an amplifier and speaker for emitting sound effects in response to
said analog signals.
19. A motion responsive sound effects device for use with a toy
comprising:
a) an accelerometer for sensing motion and emitting outputs
reflective of sensed motion in both x & y coordinate axes;
b) a storage component containing program instructions and
prerecorded sound effects;
c) a clock-controlled digital signal processor connected to the
accelerometer and the storage component for emitting digital
signals in response to said accelerometer outputs and outputs from
the storage component, the signal processor receiving the
accelerometer outputs, calculating a numerical value that is a
function of the acceleration in each of the x & y coordinate
axes and selecting one or more sound effects based on the
calculated numerical values, the emitted digital signals
representative of the one or more selected sound effects;
d) a digital-to-analog converter connected to the processor for
converting the digital signals to analog signals;
e) an amplifier connected to the converter for amplifying the
analog signals;
f) a speaker for emitting sounds in response to the amplified
signals; and,
g) a power supply connected to a selected one of the accelerometer,
the component, the processor, the converter and the amplifier for
powering the device.
20. The motion responsive sound effects device of claim 19 wherein
the function of the acceleration used to calculate the numerical
values is a derivative of the acceleration in each of the
coordinate axes.
Description
BACKGROUND--FIELD OF INVENTION
This invention relates to sound effects devices, and more
particularly to a progammable sound effects device that is capable
of producing interactive sound effects based on motion.
BACKGROUND--DESCRIPTION OF PRIOR ART
There are a plethora of sound effect devices that are incorporated
into toys, dolls, games and the like. Typically, these sound
effects devices add some amusement quality to the toy, but they do
not give the user a true interactive. environment in which to play.
Particularly, toys that offer some synchronized sound effects that
are directly related to the motion of the toy or the user's own
body creates a more realistic play environment.
There exist several proposals that address different designs for
sound effects devices. For example, an interchangeable, wrist-worn
sound effects device that can be used with a myriad of existing
toys. The wrist-worn device is to be used with new or existing toys
that do not have sound effects capabilities and to give the user a
broader play environment by utilizing different sound effects.
However, the user would need to locate and press buttons residing
on a wrist band in order to play the different sound effects. So,
the added realism of play when using this device is questionable
since the user must continually press separate buttons for each
sound effect the user would like to hear at a particular instance
in time. A synchronized sound device to be used in a toy sword has
also been proposed. The toy sword would be waved about, which in
turn would produce an oscillatory electrical signal to trigger a
sound generator synchronized with the flexing of the toy sword. The
oscillating sound effects would be produced via a piezoelectric
effect from a transducer attached to the sword blade. This proposal
does offer some synchronization of sound with waving the sword
about, however, the sound generated from the transducer would be
simplistic and this device does not give the user the freedom to
play specific sounds corresponding to specific movements.
Furthermore, the proposal was for a fixed design which could not be
reprogrammed to handle different types of motion and play different
sound effects.
The prior art does not address a programmable sound effects device
which can be designed into new toys and also used with existing
toys, provide high-quality, interactive sound effects based on the
user's own motion, and provide specific sound effects for specific
types of movements. It would be desirable to have a sound effects
device with the flexibility of activating sound effects for
different types of motion which include, but not limited to,
waving, striking, jabbing, and the like. Another desirable property
of such a sound effects device would be the capability of being
programmable and thereby able to recognize different types of
motion which initiate each sound effect. Thus, the toy would play
preprogrammed, individual, and unique sound effects that correspond
to the toy being waved up or down, striking another object, swung
over the head, shaken vigorously, and the like.
SUMMARY
This device comprises, in accordance with the present invention, a
programmable motion-sensitive sound effects device comprising a
motion-sensitive actuator, a sound effect storage means, and a
playback means.
OBJECTS AND ADVANTAGES
The primary object of the invention is to provide a
motion-sensitive device that allows the user to generate
interactive, realistic sound effects based on and corresponding to
the user's movement.
Another object of the invention is to generate high-quality,
motion-related sound effects that allow the user to perceive a more
realistic and natural environment.
A further object of the invention is to provide a device that
allows the user to correlate specific movements with realistic
sound effects during play without having to stop play.
Yet another object of the invention is to provide a device that
allows the user to correlate specific movements with realistic
sound effects during play without having to provide user
intervention unrelated to play in order to generate the sound
effect.
Still another object of the invention is to provide a plurality of
motion-sensitive sound effects by using a programmable storage
media, with each media storing a unique set of sound effects.
Another object of the invention is to provide a plurality of
motion-sensitive sound effect applications by using a programming
media, with each media storing a unique set of program
instructions.
Another object of the invention is to provide a device that
contains programming means to generate interactive sound effects
based on different types of movement.
Yet another object of the invention is to provide a device that can
be designed into a manufacturer's existing line of toys, dolls,
books, and the like that lack the capability of producing
interactive sound effects.
Still another object of the invention is to provide a device that
can be designed into a manufacturer's line of new toys, dolls,
books, and the like to include the capability of producing
interactive, motion-based sound effects.
A further object of the invention is to provide a device that
allows the user to play with any toy, doll, book, or the like and
add interactive sound effects when there existed no sound effects
previously.
Another object of the invention is to provide a cost effective
device since only one device is needed for a plurality of sound
effects.
Another object of the invention is to provide a cost effective
device since only one device is needed for a plurality of
motion-based sound effects applications.
Yet another object of the invention is to provide a device that is
lightweight and small enough to be physically incorporated into a
toy, doll, game, or the like.
A further object of the invention is to provide a device that is
lightweight and small enough to be physically worn by the user.
Still yet another object of the invention is to provide a device
that is portable and can be powered by a small, replaceable power
source.
Other objects and advantages of the present invention will become
apparent from the following descriptions, taken in connection with
the accompanying drawings, wherein, by way of illustration and
example, an embodiment of the present invention is disclosed.
DRAWING FIGURES
FIG. 1 is a partial sectional view of the first embodiment of the
present invention.
FIG. 2 is a basic block diagram showing the components comprising
the first embodiment of FIG. 1.
FIG. 3. is a more detailed schematic block diagram showing the
basic circuitry employed in FIG. 2.
FIG. 4. is a flow chart which describes the program code employed
in the preferred embodiment of the present invention.
FIG. 5. is a partial sectional view of a second embodiment of the
present invention.
FIG. 6. is a perspective view of a third embodiment of the present
invention.
The drawings constitute a part of this specification and include
exemplary embodiments to the invention, which may be embodied in
various forms. It is to be understood that in some instances
various aspects of the invention may be shown exaggerated or
enlarged to facilitate an understanding of the invention.
DESCRIPTION
FIGS. 1-4--Preferred Embodiment
Detailed descriptions of the preferred embodiment are provided
herein. It is to be understood, however, that the present invention
may be embodied in various forms. Therefore, specific details
disclosed herein are not to be interpreted as limiting, but rather
as a basis for the claims and as a representative basis for
teaching one skilled in the art to employ the present invention in
virtually any appropriately detailed system, structure or manner.
Referring now to FIG. 1, the amusement device of the present
invention is generally designated as 100. Specifically, as a first
embodiment of the present invention, a toy sword handle 110 is
shown with a sword blade 131, a hilt guard 130, and a hilt cap 132.
The handle 110, hilt guard 130, and hilt cap 132 are fabricated
from plastic or metal. The blade 131 is made of plastic or other
material that is known in the art to create a rigid, non-brittle,
and safe blade for play. The blade 131 may also be semi-transparent
or translucent and coated with a light-sensitive material in order
to give it a glowing effect.
The electronic components of the present embodiment are encased in
the handle 110. These electronic components comprise a
motion-sensitive actuator 123, a playback 115, and a power supply
112.
The playback 115 includes an amplifier 113 and a speaker 111. The
motion-sensitive actuator 123 is enabled and disabled via a button
124. Button 124 is a momentary pushbutton, slide switch, or other
type of switch that has at least one pole. The motion-sensitive
actuator is comprised of an accelerometer 122, a signal processor
121, and a storage 120. The accelerometer 122 converts any detected
motion into an electrical signal. The resulting electrical signal
from accelerometer 122 is transferred to the signal processor. The
signal processor monitors the incoming motion data from the
accelerometer and determines, via a predetermined algorithm,
whether or not the detected motion meets a predefined criteria for
playing a certain sound effect. This predefined criteria is
pre-programmed into the signal processor and can be a simple or
complex set of rules, equations, or logic that base their decision
on the incoming motion detected by the accelerometer. As a simple
example, the signal processor 121 can play one unique sound effect
if it detects significant motion, such as waving, in the x
direction, while another unique sound effect can be played if
significant motion is detected in the y direction, respectively. As
a consequence, different sound effects can be played as a function
of the direction of the detected motion as well as the magnitude of
the detected motion, a feature not present in the prior art.
A plurality of sound effects and program instructions for signal
processor 121 are stored in the storage 120. In the present
embodiment, the storage 120 consists of an EPROM chip. By
re-programming the EPROM with different program instructions for
signal processor 121, different motion-detecting algorithms can be
implemented using a single realization of the present embodiment;
yet another advantage over the prior art.
Again referring to FIG. 1 of the present embodiment, when signal
processor 121 subsequently determines that the detected motion from
the accelerometer meets the criteria for playing a particular sound
effect, it sends out an analog signal representative of the chosen
sound effect to the playback 115. The amplifier 113 receives the
analog signal from the motion-sensitive actuator, amplifies the
analog signal, and sends the amplified signal to the speaker 111
for auditory playback.
The motion-sensitive actuator and the playback are powered by the
power supply 112, which is also encased in the handle 110.
The hilt cap 132 attaches to the end of the sword handle 110 and
can have an open or closed bottom. In the present embodiment, the
bottom of hilt cap 132 is open and is covered with a protective
screen 133 to protect the speaker. The hilt cap in this embodiment
will allow sound to emanate freely out of the handle from the
speaker. The power supply is also replaceable by removing the hilt
cap and the speaker from the sword handle.
Referring now to FIG. 2, a block diagram is shown of the
motion-sensitive actuator 123 and the supporting components. The
accelerometer 122 is a solid-state measurement device which
converts dynamic and static accelerations into electrical signals
that are directly proportional to acceleration. These electrical
signals are sent to the signal processor 121 for analysis. The
signal processor is comprised of a digital signal processor (DSP)
210, a master clock 211, and a digital-to-analog converter (DAC)
212. Alternatively, DSP 210 can be replaced with a standard
microcontroller known in the art that is capable of analyzing data
from the accelerometer. The master clock supplies DSP 210 with a
synchronous clock to run program instructions which analyze the
incoming signals from the accelerometer. The program instructions
and prerecorded sound effects are both stored in the storage 120,
which is comprised of an EPROM chip. The EPROM loads the data into
the DSP upon applying power to the device.
While the button 124, denoted Si, stays in the "off" position, the
DSP remains in an low-power mode to conserve battery life. When S1
is placed into the "on" position, the DSP begins running its
internal program to analyze incoming signals from the
accelerometer. Upon the DSP analyzing data and subsequently
deciding that a sound effect is to be played based on the incoming
motion measurements, it sends out digital sound effect samples
representative of the selected sound effect to DAC 212.
The DAC is comprised of a digital-to-analog converter chip which
converts these digital sound effects samples that are
representative of the selected sound effect into an analog signal.
This analog signal is then passed to the playback 115. The
amplifier 113 boosts the analog signal representative of the
selected sound effect and then sends the resulting amplified signal
to the speaker 111. The speaker converts the analog signal into an
audible sound indicative of the chosen sound effect, which the user
can readily hear.
The power supply 112 powers the playback and motion-sensitive
actuator. The power supply is comprised of a voltage regulator and
replaceable battery capable of powering the motion-sensitive
actuator and the playback.
Now turning to FIG. 3, a more detailed diagram of the components
that comprise the motion-sensitive actuator and the power supply
are shown. In the present embodiment, the signal processor is
implemented by using off-the-shelf components. All of the
components, data sheets, and relative connections for completing a
necessary PCB board can be found by using an off-the-shelf DSP
evaluation board, the ADDS-21xx ez-kit lite. The ADDS-21xx ez-kit
lite is manufactured by Analog Devices, Inc., and is an evaluation
DSP board that contains the DSP, the DAC, the EPROM, and the power
supply. The ADDS-21xx ez-kit lite board is a standard prototyping
tool that allows one skilled in the art to develop real-time DSP
assembly code software. The software for the preferred embodiment
of the invention was developed using this board.
The DSP is an Analog Devices ADSP-2181 operating at 33 MHz. The DSP
has 16 k words of internal data RAM and 16 k words of internal
program RAM. External master clock 211 runs at 16.67 MHz and is
upconverted to 33 MHz in the DSP. The DAC is comprised of an Analog
Devices AD1847 SoundPort running with an external DAC clock 310 at
24.576 MHz. The AD1847 has a programmable sampling frequency for
its onboard ADC and DAC that is controlled via the DSP. The AD1847
is connected to the DSP via synchronous serial port 0, denoted
SPORT0. The storage 120 is comprised of a 27C010 EPROM which is
connected to the DSP via eight data lines and seventeen address
lines. The data lines (D7-D0) of the EPROM are connected to eight
data lines (D8-D15) of the DSP. The seventeen address lines of the
EPROM are comprised of a combination of the fourteen address lines
(A13-A0) and three data lines (D18-D16) of the DSP. Upon powerup,
the DSP sets the /BMS line low and loads in the data and program
instructions from the EPROM into its own internal memory. After
loading is complete, the DSP jumps to the beginning line of program
code and begins program execution.
The accelerometer 122 is an Analog Devices ADXL202+/-2 g dual axis
digital output accelerometer chip. This accelerometer is different
than any motion actuator used in the prior art in the fact that it
measures precise acceleration in two coordinate axes, which is used
by the DSP to classify different types of movement, such as waving
versus striking, jabbing versus blocking, and the like. The ADXL202
also outputs a pulse-width modulated digital signal that is
proportional to the acceleration experienced by the chip in each
respective axis. It is able to measure static acceleration, such as
gravity, and also dynamic accelerations for each axis. The digital
signals outputted by the ADXL202, XOUT and YOUT, are connected to
the DSP via external port pins PF0 and PF1, respectively. The
x-axis output is connected to the PF0 port pin, and the y-axis
output is connected to the PF1 port pin on the DSP. Thus, the DSP
is responsible for polling the port pins and decoding the
pulse-width modulated digital signal via a software decoding
routine. This novel approach eliminates the need for a dual-channel
ADC that would typically be needed to convert analog acceleration
signals into digital values for the DSP.
The button 124 is connected to the external interrupt line /IRQE on
the DSP and debounced via resistor R and capacitor C. Any type of
debouncing circuit known in the art can be used in conjunction with
the button to provide a clean signal to /IRQE. Every time the
button is pressed, the /IRQE line is pulled low, and the program
running internally on the DSP responds by jumping to the
appropriate /IRQE interrupt subroutine, in which the DSP then
enables or disables itself, depending on its previous state, in
order to monitor incoming acceleration data from the accelerometer.
The power supply 112, also shown in FIG. 3, is comprised of a
nine-volt battery 320 and a five-volt regulator LM7405 321. The
five-volt regulator also resides on the ADDS-2181 ez-kit lite DSP
board, and the only external component supplied is the nine-volt
battery.
In accordance with an important feature of the present invention,
there is shown in FIG. 4 a flowchart of the program code that is
contained in EPROM 120 and executed by DSP 210. The program
monitors the motion data from the accelerometer 122 and determines
whether a sound effect should be played in accordance with a
predetermined set of rules. The software flowchart in FIG. 4 is
described in connection with the present embodiment, it is not
intended to limit the scope of the alternative programs, methods,
and techniques that are contained within the spirit of the present
invention.
Referring now to FIG. 4, when power is applied to the device, the
DSP loads the program code from the EPROM into its own internal
memory, then jumps to the starting program code segment and begins
running the program internally. At the beginning of the program,
the DSP initializes all relevant variables and sits in a "wait"
loop until button S1 is placed into the "on" position. When button
S1 is pressed in this manner, the signal processor reacts by
sending out a "power up" sound effect to the playback. This gives
the user the realism that the toy sword has been "activated" and
has come to life. The signal processor waits until the sound has
been completely played, and afterwards it begins to monitor
acceleration measurements delivered by the accelerometer. The DSP
decodes the incoming acceleration digital data in the x and y axes,
respectively. Once it receives a valid acceleration measurement for
each axis direction, the derivative of acceleration in each
direction is calculated. By computing the derivative of
acceleration, it can be determined how vigorously the sword is
being waved in each of the accelerometer axes. Furthermore, since
the accelerometer is capable of measuring static acceleration, by
computing the derivative this static acceleration is removed, and
the resulting measurement only contains the acceleration components
due to dynamic motion, such as waving, striking, and the like.
The derivative measurements are then compared next to two
thresholds, a high (T2) and low (T1) threshold for both the x and y
axes. If either of these axis measurements surpasses the T1
threshold, then there is a significant dynamic acceleration typical
of the user waving the sword handle around. Thus, a "waving" sound
effect is played. The waving sound effects are unique to the x and
y axes, respectively. That is, if T1 is surpassed in the x
direction only, one type of waving sound effect is played. If T1 is
surpassed in the y direction only, another type of waving sound
effect is played. If T1 is surpassed in both directions, then yet
another type of waving sound effect is played, for example, the two
unique waving sound effects for both axes can be added together by
the DSP before sent to the playback. In a similar manner, if either
axis derivative measurement surpasses the T2 threshold, then this
is indicative of a large dynamic acceleration, typical of sudden
stops of the sword handle or the sword blade striking another
object. Thus, if either of the axis derivative measurements
surpasses T2, then a corresponding "clashing" sound is played in
accordance with the rules set forth above and as shown in FIG. 4.
If the measurements do not surpass any of the thresholds, then no
"waving" or "clashing" sounds are played since the detected motion
is considered minimal.
While the sword is "on", the DSP also plays out a constant "hum"
sound. This gives the user the added realism that the toy sword is
"active". The hum can be an ambient energy hum or similar sound
effect, an example being the sound emanated from an activated
lightsaber in the popular Star Wars movies. The hum sound effect is
mixed in real time with any other sound effect currently being
played out by the DSP, as set by the flowchart in FIG. 4. So, if
there is no "waving" or "clashing" sound effects playing, then the
user will only hear the "hum" sound effect while the sword is on.
If a "waving" or "clashing" sound effect is presently being played,
the "hum" sound effect is mixed with the currently outputted sound
effect. After mixing the sound effects together, the DSP sends out
the resulting mixed sound to the playback.
At the end of the main program loop, the program checks to see
whether button S1 has been pressed again. If button S1 has not been
pressed, the program continues monitoring acceleration data from
the accelerometer and playing out sound effects based on the
flowchart shown in FIG. 4. If button S1 has been pressed again,
this is indicative of "deactivating" the sword. In this case, the
DSP sends out a "power down" sound effect to the playback, which
gives the user the added realism that the sword is now turned off.
After the entire "power down" sound effect is played, the DSP
returns to a power-down mode and again waits for button S1 to be
pressed. In this state, no sound effects are played out and the
program once again waits for button S1 to be turned on.
Table 1 contains program instructions in object code for the
storage 120 on the ADDS-21xx ez-kit lite kit. The object code is
listed in S-record format. The program implements the spirit of the
algorithm specified in FIG. 4., with the acceleration measurements
on the PF1 port pin decoded exclusively, corresponding to y-axis
acceleration measurements. The sound effects for each event as
specified in FIG. 4 can be chosen to correlate the specific
movements to each unique sound effect outputted.
While the program flowchart shown in FIG. 4 and object code shown
in Table 1 is representative of the preferred embodiment, anyone
skilled in the art will recognize that many other motion-based
algorithms can be readily implemented by writing new software for
the DSP and storing the program into the storage. Since the storage
also stores the predetermined sound effects, these sound effects
can be changed as well to suit the specific application. This
process requires no changes to the hardware described above and
results in a programmable motion-sensitive sound effects
device.
FIG. 5--Second Embodiment
Referring now to FIG. 5, a second embodiment of the present
invention is shown. In this embodiment of the invention, the
playback 115 is replaced by a transmitter 510. The transmitter is a
device that is encased within the sword handle 110 and transmits
the analog signal received from the motion-sensitive actuator to a
remote receiver 515. In this embodiment of the invention, the
amplifier and speaker are no longer necessary and can be eliminated
from the handle. Likewise, the power supply supplies the necessary
power to the transmitter. The transmitter uses a signal from a
family of signals comprised of radio frequency signals, ultrasonic
signals, or infrared signals. The receiver is comprised of
components that are capable of decoding the signal emanated by the
transmitter, amplifying the decoded signal, and audibly emitting
the decoded and amplified signal. The decoded signal is an analog
signal representative of the selected sound effect. As an example,
the transmitter 510 is encased in the handle and is a typical FM
transmitter known in the art. The remote receiver 515 is a typical
FM radio receiver, which effectively gives the user a wireless link
between the toy sword and the remote radio receiver.
FIG. 6--Third Embodiment
A third embodiment of the present invention is demonstrated in FIG.
6. This embodiment is comprised of a body-worn sound effects unit
600 which is attached to the user's body and can be used with
existing toys or props. The body-worn unit is comprised of a
housing 610 and a band 611. The band is designed for the wrist or
ankle and is attached to the housing. The band allows the user to
wear the housing comfortably. The electronics in the body-worn unit
are comprised of the same components as the second embodiment and
operates in the same manner as the second embodiment. However, in
this embodiment, the difference is that the user wears the
body-worn sound effects unit which can be used in conjunction with
any toy, game, doll, and the like. As the user moves in a
predefined manner, the body-worn unit senses the motion and plays
out unique sound effects as a function of the user's movements.
Like the second embodiment, the sound effects based on the user's
motion are transmitted by the transmitter to a remote receiver.
This embodiment is advantageous to the user that has a plurality of
toys, games, dolls, and the like that do not have sound effects
capability, but would like to add sound effects capability to those
toys, games dolls, and the like by using this one device. This
embodiment adds further realism and provides an interactive
environment in which the user can play with a plurality of
preexisting toys, games, dolls, and the like.
Operation
The manner of using the illustrated embodiments are the same. When
the button is pushed once so that it is placed into the "on"
position, the motion-sensitive actuator is enabled. The device
plays an "activation" sound effect, giving the realism that the
device has become active. Also, a constant "hum" or other relevant
sound effect is sent to the playback indicating to the user that
the device is "active". Subsequently, when the device is waved
about in either the x-direction or y-direction, the resulting
motion is detected by the motion-sensitive actuator. The
motion-sensitive actuator analyzes the motion, and based on its
internal motion-detection algorithm, it decides whether or not the
resulting motion satisfies its requirements. If the motion does
satisfy the requirements, the motion-sensitive actuator sends a
unique sound effect that is representative of the detected motion
to the playback. The playback audibly emits a signal indicative of
the selected sound effect for the user to hear. As the user moves
the device around, the device will continue to play out the
motion-based sound effects until the button is pressed once more.
Upon pressing the button, the constant "hum" sound is stopped and a
"deactivating" sound effect is played, giving the added realism
that the device in now inactive. In this mode, the motion-sensitive
actuator is disabled and no sound effects are played. The
motion-sensitive actuator then waits until the button is pressed
again, and the program cycle is repeated.
Conclusion, Ramifications, and Scope of Invention
Accordingly, the reader will see that the motion-sensitive sound
effects device of this invention provides a programmable, portable,
and interactive sound effects solution that can be designed into
new toys or used with preexisting toys, providing a more realistic
and fulfilling play environment for the user.
While the invention has been described in connection with a
preferred embodiment, it is not intended to limit the scope of the
invention to the particular form set forth, but on the contrary, it
is intended to cover such alternatives, modifications, and
equivalents as may be included within the spirit and scope of the
invention as defined by the appended claims and their legal
equivalents.
TABLE 1
__________________________________________________________________________
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__________________________________________________________________________
* * * * *